Auflistung nach Schlagwort "Interaction Design"
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- DissertationAffective automotive user interfaces(2020) Braun, MichaelTechnological progress in the fields of ubiquitous sensing and machine learning has been fueling the development of user-aware human-computer interaction in recent years. Especially natural user interfaces, like digital voice assistants, can benefit from understanding their users in order to provide a more naturalistic experience. Such systems can, for example, detect the emotional state of users and accordingly act in an empathic way. One major research field working on this topic is Affective Computing, where psycho-physiological measures, speech input, and facial expressions are used to sense human emotions. Affective data allows natural user interfaces to respond to emotions, providing promising perspectives not only for user experience design but also for safety aspects. In automotive environments, informed estimations of the driver’s state can potentially avoid dangerous errors and evoking positive emotions can improve the experience of driving. This dissertation explores Affective Automotive User Interfaces using two basic interaction paradigms: firstly, emotion regulation systems react to the current emotional state of the user based on live sensing data, allowing for quick interventions. Secondly, emotional interaction synthesizes experiences which resonate with the user on an emotional level. The constituted goals of these two interaction approaches are the promotion of safe behavior and an improvement of user experience. Promoting safe behavior through emotion regulation: Systems which detect and react to the driver’s state are expected to have great potential for improving road safety. This work presents a model and methods needed to investigate such systems and an exploration of several approaches to keep the driver in a safe state. The presented methods include techniques to induce emotions and to sample the emotional state of drivers. Three driving simulator studies investigate the impacts of emotionaware interventions in the form of implicit cues, visual mirroring and empathic speech synthesis. We envision emotion-awareness as a safety feature which can detect if a driver is unfit or in need of support, based on the propagation of robust emotion detection technology. Improving user experience with emotional interaction: Emotional perception is an essential part of user experience. This thesis entails methods to build emotional experiences derived from a variety of lab and simulator studies, expert feedback, car-storming sessions and design thinking workshops. Systems capable of adapting to the user’s preferences and traits in order to create an emotionally satisfactory user experience do not require the input of emotion detection. They rather create value through general knowledge about the user by adapting the output they generate. During this research, cultural and generational influences became evident, which have to be considered when implementing affective automotive user interfaces in future cars. We argue that the future of user-aware interaction lies in adapting not only to the driver’s preferences and settings but also to their current state. This paves the way for the regulation of safe behavior, especially in safety-critical environments like cars, and an improvement of the driving experience.
- WorkshopbeitragAR-Port AR im Alltag am Beispiel Flugreise(Mensch und Computer 2018 - Workshopband, 2018) Lan, Yijian; Kübler, AlexanderIm Mittelpunkt unserer Arbeit steht das Thema „Augmented Reality“ und dessen Designprozesse. Während unseres Projektes werden wir uns vier Monate lang mit der Technik, sowohl praktisch, als auch theoretisch auseinandersetzten. Dabei beschäftigen wir uns mit der Frage: „Was ist AR und welche neuen Möglichkeiten bringt diese Technik für zukünftige Designer mit sich?“Ziel unseres Projektes ist es, AR-Richtlinien zu gestalten, welche wir explorativ und auf einer nutzer- und kontextbasierten Grundlage erarbeiten möchten. Die erarbeiteten Insights und Erfahrungen sollen in Form von Designprinzipien, welche sich auf das Gestalten von AR-Anwendungen fokussieren dokumentiert werden.Mit den Designprinzipien haben wir eine Augmented Reality-Inhouse Navigation APP gestaltet und ein Prototyps exemplarisch für die Hololens erfahrbar umgesetzt.
- WorkshopbeitragAugmenting Elastic Displays with Active Vibrotactile Feedback(Mensch und Computer 2022 - Workshopband, 2022) Müller, Mathias; Kammer, DietrichWithin the last years, several use-cases for Elastic Displays have been explored, showing the potential for this novel technology. However, one of the shortcomings of this type of interface is that it is not possible to provide active haptic feedback to the user. This feature is limited to actuated displays, which in turn are much more complex to build, more expensive, less robust and portable. In this paper, we describe another approach to provide basic active haptic feedback for Elastic Displays by using vibration motors.We explore different options for vibrotactile feedback and describe the results of a student project in which some of the concepts were realized as part of a small game prototype.
- TextdokumentEvaluation of Interaction Concepts in Virtual Reality Applications(INFORMATIK 2017, 2017) Holderied, HannaVirtual Reality (VR) is widely used nowadays and, therefore, it is important to provide a high usability of this technology. In this paper we evaluate the possibilities of performing device assessment of prototypes of technical objects in VR applications:We designed three different interaction concepts for using the prototypes. We executed a case study in which the participants had to complete the task of brewing a cup of coffee with a virtual coffee machine using these interaction concepts.We observed the participants behavior during the completion of the task with the help of videos and questionnaires. Two of the interaction concepts are controller-based, one is a headset-based gaze pointer. The users of the gaze pointer performed best: They completed the task fastest and rated this concept with the highest usability score. The controller-based concepts were rated lower and the participants completed the task slower. The result of our case study can serve as a potential guideline with usability principles for VR applications concerning the design of controllers and the different interaction concepts.
- KonferenzbeitragFrom Skepticism to Acceptance: On the Dynamics of Elderly Engagement with Mixed Reality(Proceedings of Mensch und Computer 2024, 2024) Sehrt, Jessica; Mbamara, Ebony; Rafati, Mustafa; Schwind, ValentinAs our society ages and technology becomes increasingly omnipresent, the use of Mixed Reality (MR) in private and health-related domains inevitably encounters the older population. This intersection presents unique challenges and opportunities for the integration of MR technology into the lives of elderlies. We conducted a qualitative study (N=7) using think-aloud interviews to gain in-depth insights into the usage of MR devices by elderly people. Using thematic analysis we identified barriers and facilitators for elderly engagement with MR: emotional response, ergonomics and handling, utility, learning competence, and acceptance. Our findings highlight the roles of timing, responsiveness, and skepticism towards the technology, which can act as a deterrent to the participation of elderlies. We contribute with a refined understanding of the elderly’s interaction with MR and recommendations for elderly-centric MR technology adoption.
- WorkshopbeitragHuman-Computer Interaction and Aging(Mensch und Computer 2019 - Workshopband, 2019) Böhm, Victoria; Schlögl, Stephan; Volkmann, Torben; Wolff, ChristianContinuing the previous workshops on age-distinct user experience design, the goal of this year’s event will be set on the collaborative exploration of possibilities to involve elderly people better in the human centered design process. The full-day workshop will offer researchers and practitioners the opportunity to work on this problem through applying design thinking, a method for complex problem solving and innovation. The organizers will guide the group through the innovation method so no prior knowledge is needed.
- TextdokumentInteraktive Kommunikation für Ausstellungen gestalten(Tagungsband UP12, 2012) Willis, ThomasIn dem Beitrag wird erörtert, wie sowohl das technische als auch das inhaltliche Innovationspotential von neuen Medien in Ausstellungen zielführend genutzt werden kann. Der Autor vertritt dabei die These, dass eine intuitive und „freudvolle“ Interaktion mit dem Medium einen entscheidenden Faktor für die erfolgreiche Wissensvermittlung darstellt. Sobald den Ausstellungsbesuchern der Umgang mit dem jeweiligen technischen System leicht fällt und Freude bereitet, lassen sie sich auf die zu vermittelnden Inhalten ein und erinnern sich nachhaltig daran.
- TextdokumentLean Experiments: Die Rolle von Interaction Design und UX Research im Lean Startup Ansatz(Tagungsband UP13, 2013) Mahlke, Sascha; Giere, Lars; Hörstkamp, Silvia Kleine; Hoos, Sebastion; Cepkenli, SirinProduktentwicklungsprozesse haben sich in den letzten Jahren insbesondere im Software- und Web-Bereich stark verändert. Die Konzepte Agile Development und Lean Startup spielten dabei eine wichtige Rolle. Ansätze und Methoden aus dem Bereich der Nutzerzentrierten Gestaltung müssen für diese neuen Kontexte angepasst werden und dadurch verändert sich auch die Rolle von Interaction Designern und User Experience Researchern. Wir beschreiben in diesem Beitrag anhand eines Beispiels, welche Herausforderungen und welche neuen Anforderungen sich für den Bereich User Experience dadurch ergeben können. Mit einem Lean Startup Ansatz sollte innerhalb kürzester Zeit eine mobile Applikation für Fahrzeughändler konzipiert werden. Um Nutzeranforderungen und den Nutzungskontext ideal berücksichtigen zu können, wurde dafür ein temporärerer Projektstandort in der Nähe der Nutzer gewählt. Durch ein interdisziplinäres Team wurden in enger Kooperation mit den Nutzern und in kürzester Zeit Produktideen entwickelt. Aus den Ergebnissen lassen sich diverse Hinweise auf Best Practices zum Team Setup, den eingesetzten Methoden und zum Projektablauf ableiten.
- KonferenzbeitragLiquid: Library for Interactive User Interface Development(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Freitag, Georg; Kammer, Dietrich; Tränkner, Michael; Wacker, Markus; Groh, RainerDeveloping multi-touch applications is a great challenge for developers: they have to adopt a novel interaction paradigm, but lack suitable tools and reliable design guidelines. The goal of Liquid consists in introducing the concept of visual programming to multi-touch technology, implementing a promising approach to overcome the difficulties in developing applications for multi-touch devices. As a novel feature, Liquid allows the development of multi-touch applications with the help of the technology itself. This contribution illustrates the application of visual programming in the multi-touch context, presents related work, and explains the workflow of Liquid with the help of an instructive example.
- ZeitschriftenartikelDie Macht des »und« The power of the word »and«(i-com: Vol. 7, No. 3, 2008) Jacob, FrankDie Nutzer und die Hersteller von interaktiven Produkten und Softwaresystemen haben gelernt, eine bestmögliche Bedienbarkeit als besonderen Wert für sich einzufordern. Mit dieser Wertvorstellung verknüpft sich unmittelbar, dass Usability und Ästhetik in einer, diesen Wert schaffenden Einheit verstanden und realisiert werden muss. Zwei Beispiele aus der wirtschaftlichen Praxis von human interface.design und aus der akademischen Praxis der Muthesius Kunsthochschule Kiel illustrieren, was ein ganzheitliches Verständnis von Usability und Ästhetik zu leisten im Stande ist.
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